DOUBLEX RMVXA COUNTERATTACK EDIT

RPG Maker VX Ace

Allows users to alter battlers' counterattack skills

  • DoubleX
  • 01/10/2014 01:49 PM
  • 3243 views
Current Version
v1.05b

Compatibility Fix
DoubleX RMVXA Counterattack Compatibility Fix


Introduction
In the default setting, the counterattack skill's id is always 1(Attack). This is hardcoded(can only be modified by scripts).
With this script, it can be altered but its scope is set to a single target and its repeat is set to 1(which are intended).
(v1.01a+)Allows users to set whether magic evasion invokes counterattack
(v1.02a+)Allows users to set whether counterattack messages will be shown
(v1.03a+)Allows users to set whether counterattack negates hits

Features
Use of notetags(requires knowledge of notetag usage) to alter battlers' counterattack skills' id via notetags in the related actors', classes', equips', enemies' or states ' notebox
A way to set all counterattack skill id without using notetags(but they still take precedence over this)
v1.01a+:
Use of notetags(requires knowledge of notetag usage) to set battlers having chance based on their CNT to invoke counterattack upon successful magic evasion in the related actors', classes', equips', enemies' or states ' notebox
A way to set all battlers having such chance without using notetags(but they still take precedence over this)

Posts

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Dude, I know it's four going on five years too late but thanks so much for making this (assuming it works, I always speak too soon, but even if it doesn't thanks for trying!).
Pages: 1